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Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

  • Sprony
  • April 2, 2016 at 11:46 AM
  • Sprony
    • April 9, 2016 at 6:24 AM
    • #21
    Quote from Crafty

    9 hours ago, Crafty said: I submitted a basic shell prototype. I assume I am free to amend the download link with updated versions?

    Of course!

  • laminutederire
    • April 9, 2016 at 2:00 PM
    • #22
    Quote from 2d-chris

    10 hours ago, 2d-chris said: It's probably caching tons of shaders, it shouldn't take that long once things are loaded. Probably worth opening the official maps, then starting a shell :P We also support different gfx specs for the editor, can try lowering them in the settings panel. I don't think the editor is that demanding, but then I do have a pretty powerful pc at home and work. I have noticed the UT editor takes longer than other projects to load, but not in a way that was ever a deal breaker for me.

    Make sure to turn of auto navmesh updating, this can be frustrating, and I also noticed having blueprints tool open is actually really demanding, so closing tools your not using will help.

    Thanks for the tips!

    By the way since you're from epic (if I'm not mistaken ), I want to point out to you that the example map is really a nice touch. It's a fast and easy way to see all the tools needed, how they are implemented, and to have references for the scale. Much appreciated !

  • Psyrius
    • April 10, 2016 at 11:21 AM
    • #23

    I'm trying to figure out how to curve a walkway in the BSP phase. Can someone help me? I've also tried using meshes, but I found it abit hard on how to snap them together? Some floors when turned 45 degrees doesn't really snap?

    Edit: Solved it. Worked better when I saw you can make cylinders hollow.

  • StePie
    • April 10, 2016 at 11:48 AM
    • #24

    Hey everyone, I am hoping to give this contest a really good shot. I will try to help out anyone with art/engine related questions too :) GL everyone!

  • Vilham
    • April 10, 2016 at 11:44 PM
    • #25

    Whitebox is coming along but I think my scale might be off, have already scaled it down vertically but think my x,y might be too large as well.

    Although checking outpost 23 its 9000x9000 which is only slightly smaller than my 9000x12000

  • 2d-chris
    • April 11, 2016 at 1:57 AM
    • #26
    Quote from Vilham

    2 hours ago, Vilham said: Whitebox is coming along but I think my scale might be off, have already scaled it down vertically but think my x,y might be too large as well.

    Although checking outpost 23 its 9000x9000 which is only slightly smaller than my 9000x12000

    Outpost is the very smallest I would go, we also scaled the players by 15% after it was made, so it feels even smaller. You can play with bots, then then set the game speed mutator to really slow, will help you judge scale at least when it comes to how big/small other players are.

  • NATO
    • April 11, 2016 at 1:58 AM
    • #27

    Chill is a better example for size; it's about 10k square and works really nicely for TSD

  • Vilham
    • April 11, 2016 at 1:58 AM
    • #28

    Are the metrics on the example map up to date? They are what I was going off, not that I have many corridors, its a large multi-layered area at the moment, which is why i worry it might be too open.

  • 2d-chris
    • April 11, 2016 at 2:00 AM
    • #29
    Quote from NATO

    1 minute ago, NATO said: Chill is a better example for size; it's about 10k square and works really nicely for TSD

    Sup dude! Welcome to the Core.

  • NATO
    • April 11, 2016 at 2:03 AM
    • #30
    Quote from 2d-chris

    20 minutes ago, 2d-chris said: Sup dude! Welcome to the Core.

    Hey man! Thanks! :D

  • Sjonsson
    • April 11, 2016 at 12:34 PM
    • #31

    Teamed up with a colleague of mine, we're gonna do this as well! Will also prio this over other stuff and try not to be the "wanted but didn't have time"-person.

  • Michael Holton
    • April 11, 2016 at 5:50 PM
    • #32

    I am trying to make the mini-map for the Showdown game. Any tutorial suggestions would be greatly appreciated. I have seen a few for basic mini map creations but i'm looking for a tut on how to make a mini map and implement it to the beginning of the UT game. Thanks!

  • dry0n
    • April 11, 2016 at 6:00 PM
    • #33
    Quote from Michael Holton

    28 minutes ago, Michael Holton said: I am trying to make the mini-map for the Showdown game. Any tutorial suggestions would be greatly appreciated. I have seen a few for basic mini map creations but i'm looking for a tut on how to make a mini map and implement it to the beginning of the UT game. Thanks!

    Hi! Did you check this one?

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    EDIT: There's also a lot of usefull information on the official forums: https://www.epicgames.com/unrealtourname…sign-philosophy

  • Michael Holton
    • April 11, 2016 at 6:33 PM
    • #34

    Thanks dryOn, but I think I wasn't clear in my question. There should be a mini-map that allows players to see the layout of the map (2D) and pick a spawning point. That's the mini-map I was asking about. Thanks!

  • Vilham
    • April 11, 2016 at 6:37 PM
    • #35

    Read the FAQ it explains that it is generated from the nav mesh.

  • Michael Holton
    • April 11, 2016 at 7:02 PM
    • #36
    Quote from Vilham

    24 minutes ago, Vilham said: Read the FAQ it explains that it is generated from the nav mesh.

    thanks, I am seeing that now

  • TheOnlyDoubleF
    • April 11, 2016 at 10:50 PM
    • #37
    Quote from Sjonsson

    10 hours ago, Sjonsson said: try not to be the "wanted but didn't have time"-person.

    I am

  • Sprony
    • April 12, 2016 at 12:19 AM
    • #38
    Quote from TheOnlyDoubleF

    1 hour ago, TheOnlyDoubleF said: I am

    Come on man, you started this!

  • blackdog
    • April 12, 2016 at 7:03 AM
    • #39
    Quote from Sjonsson

    18 hours ago, Sjonsson said: Teamed up with a colleague of mine, we're gonna do this as well! Will also prio this over other stuff and try not to be the "wanted but didn't have time"-person.

    Damn… I have just started working on HL2 maps for the contest over Runthinkshootlive, when I should spend all my spare time writing job applications anyway ?

    At least first deadline is just a block out, will try thinking of a layout and see if I can make the time designing a kill box… but I'm definitely in that "wanted - have no time" position :(

  • Psyrius
    • April 12, 2016 at 8:34 AM
    • #40

    This is the first time I'm creating an Unreal Tournament map and I'm also taking on a big challenge with trying to design something for a fairly new gamemode.

    2 days ago, I had an idea in mind that I wanted to create. I blocked in most of the level which takes place mostly inside a building, but I also had an outdoor area. The scale is right and everything, but there's not enough pathways and flank routes. And from what I've understood lately by taking a deeper study of the level design in Unreal Tournament, you'd need a fairly open map with lots of tiny/medium cover, so you can kind of get a sense of your opponents movement around the map.

    Another big challenge is to implement a healthy amount of trick jumps and stuff into the level. I've played some Unreal Tournament back in the old days, but my experience is far from having enough knowledge how to design it all so it appeals to both professionals and beginners.

    I think I'm gonna start over with the blocking phase and design something that will really grasp the foundation and core gameplay. It shouldn't be too hard to do that, but the biggest problem for me is to visualize how to map is gonna look after the detailing phase. It's easy to block in something and build something maze-like with interesting layout and geometry, but what the hell is gonna be there in the end? I want it to kind of make sense. I guess it's more important in a CS:GO as an example, that everything kind of needs to be realistic. But I doubt a "maze-arena-full-of-interesting-trick-jumps-kind-of-map" will make it into first place if you don't have a art direction and theme that makes abit of sense. That's what's keep restricting me to move fast forward.

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